Saturday, July 15, 2006

Game Idea Stage 2: Horror Hotel

OK, with this blog entry I plan to expand on a game idea I put in this blog about a month ago (go look it up) with some conceptual artwork to better illustrate the nuances of this game, should I ever find myself presenting it to industry people for their approval for the project. Now, I cannot draw to save my life (which really bodes well for my career chances) which is why the following conceptual artwork will be presented to you with the finest graphical art program that technology has to offer: Microsoft Paint.

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So here's the first part of the introduction story, which still needs some tweaking as far as the jokes are concerned. Obviously the game's version would be a lot more detailed concerning in-game stuff (like the Helper Golem and the castle), but this is the basic storyline as outlined in the previous Horror Hotel article.

Next, we move onto some non-comic conceptual stuff of how the game will look and play. Once again, I'd like to reiterate that these are design sketches and are in no way finalized or industry-quality as of yet (I'll make industry-quality work when the industry pays me to do so):

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The Horror Hotel Select Screen, for choosing which mode to enter. It's a little primitive at the moment, but I wanted two big icons for the respective modes to choose from. Everything inside the icon is a microcosm of the mode itself, with the furniture/guests/money in the hotel icon and the monsters/treasure/ helper-golem in the dungeon icon.

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The Hotel Mode Screen, which requires some explanation: The thing on the left is the object tracker, which you can use to spin, turn and position the object right in a 3D element. It's not a perfect rendition, but anyone who's used a 3D graphics tool or played something like the Sims should recognise it. The glowy yellow line around the bed is the cursor, which means the bed is currently selected (which is also why it appears in the tracker). The right menu bar is the mini-inventory, the bottom bar is the instructions and the top bar is the "helpful hints" from Weird Uncle Pete, which you can turn off once you've got the hang of everything.

That's all the updates for this game idea at the moment, though expect more concept stuff (with that same MS Paint flavour) and more concise details about the game to follow in future blog entries. Maybe even a game flow-chart!